3 results
Search Results
Now showing 1 - 3 of 3
Item Generation and Tessellation of Tree Stems(The Eurographics Association, 2008) Skjermo, Jo; Ik Soo Lim and Wen TangWhen visualizing tree stems and branches for use in interactive applications, the polygon models resolution are usually as low as possible to achieve a high frame rate. Also, to ease animation and mesh generation, each branch of a tree model is often considered as a distinct mesh. However, by using a single watertight mesh for a tree, together with (GPU-based) tessellation, both the resolution and appearance of a tree can be greatly improved while maintaining a high frame rate. This paper presents concepts, ideas and early work on generating watertight polygon meshes of animated trees stems suitable for refinement and tessellation of such meshes.Item GPU-Based Wind Animation of Trees(The Eurographics Association, 2007) Skjermo, Jo; Ik Soo Lim and David DuceThis paper present a simplified approach to wind animation of natural looking tree stems and branches. The presented approach is composed from several earlier works by a number of authors, each adapted to increase its suitability for processing on a Graphic Processing Unit (GPU). The outlined approach uses two passes through the GPU. The first pass samples from a simple wind force simulator based on sine sums. It then animates the parameters and the control points defining each branch using the sampled force, taking advantage of the parallel nature of GPU s. The second pass uses a previously presented GPU-based deformer to generate and render actual models of each branch, using the animated control points.Item A Framework for Physically Based Forest Fire Animation(The Eurographics Association, 2009) Gundersen, Odd Erik; Skjermo, Jo; Wen Tang and John CollomosseAbstract In this paper, we propose a conceptual framework for animating physically based forest fires. Animating forest fire is a computationally demanding task as trees are intricate structures and fire is a highly complex process. The framework is divided into three conceptual levels, which are a large scale forest fire simulation, a small scale tree fire simulation, and an intermediate level connecting the two. Problems with and possible solutions to all three levels are discussed. Based on this discussion, a complete framework is proposed.